[IonutCava]- Removed a lot of high level GFX state and merged it back on a lower level:— depth mask is now a framebuffer specific toggle controlled by the RenderPolicy— rasterization is now a per-buffer draw switch toggled by a rendering flag in GenericDrawCommand- Replaced old style GL texture binding code with DSA style glBindTextures and glBindSamplers even for single textures— completely removed the concept of a active texture unit in the GL code- Fixed some draw policy settings that were clearing the depth buffer in the PostFX passes- More build type flag replacement of macros- Render pass system bug fixing- Add option to skip occlusion culling for certain nodes

[IonutCava]- Added a cross platform method of naming threads (helps with debugging)- Reduced dependency on VAR.dvd_drawID in shaders.- Work on Single/Multi thread toggle for GFX resource loading (crashes, bugs, etc)- Fix a bug in TaskPool where task states were never actually updated properly- Change threadpool implementation to use std::thread instead of boost::thread